local que_pozhang = fk.CreateSkill {
    name = "que_pozhang",
    tags = { Skill.Compulsory },
}
Fk:loadTranslationTable {
    ["que_pozhang"] = "破障",
    [":que_pozhang"] = "锁定技，若你的技能数大于体力值，你使用基本牌数值+1，反之你受到的伤害+1。",
}
que_pozhang:addEffect(fk.CardUsing, {
    anim_type = "support",
    can_trigger = function(self, event, target, player, data)
        return player:hasSkill(que_pozhang.name) and data.card.trueName ~= "jink" and
            data.card.type == Card.TypeBasic and target == player and #player:getSkillNameList() > player.hp
    end,
    on_use = function(self, event, target, player, data)
        local room = player.room
        if data.card.is_damage_card then
            data.additionalDamage = (data.additionalDamage or 0) + 1
        elseif data.card.name == "peach" then
            data.additionalRecover = (data.additionalRecover or 0) + 1
        elseif data.card.name == "analeptic" then
            if data.extra_data and data.extra_data.analepticRecover then
                data.additionalRecover = (data.additionalRecover or 0) + 1
            else
                data.extra_data = data.extra_data or {}
                data.extra_data.additionalDrank = (data.extra_data.additionalDrank or 0) + 1
            end
        end
    end,
})

que_pozhang:addEffect(fk.DamageInflicted, {
    anim_type = "negative",
    is_delay_effect = true,
    can_trigger = function(self, event, target, player, data)
        return target == player and player:hasSkill(que_pozhang.name) and #player:getSkillNameList() < player.hp
    end,
    on_use = function(self, event, target, player, data)
        data:changeDamage(1)
    end,
})

return que_pozhang
